TES V Ideas and Suggestions #155

Post » Fri May 27, 2011 7:57 pm

I never really thought of a TES game as needing "bosses."

I agree completely. There can be the toughest and baddest bandits in a bandit cave that serve as a "boss by proxy," but bosses in the traditional sense is not conducive to my TES experience.

Having bosses be a slightly more dangerous or better-equipped variant of what's already in the dungeon to begin with is good form. Populating the world with purportedly epic large-scale creatures that only serve to supply a massive hack-and-slash-for-20-minutes-fest is poor form.
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jessica robson
 
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Post » Fri May 27, 2011 10:39 pm

I agree completely. There can be the toughest and baddest bandits in a bandit cave that serve as a "boss by proxy," but bosses in the traditional sense is not conducive to my TES experience.

Having bosses be a slightly more dangerous or better-equipped variant of what's already in the dungeon to begin with is good form. Populating the world with purportedly epic large-scale creatures that only serve to supply a massive hack-and-slash-for-20-minutes-fest is poor form.

They are TES form. Every hit you perform for the DB in Oblivion was basically a boss. Every theft for the Thieves Guild was equivical to a boss. The other guilds had them too (not to mention Almalexia, Umaril, Dagoth-Ur, etc). The ideal "boss" NPC has more experience among its peers and different behaviors. That can be integrated for NPCs.

For the record, I just don't like mounts. I don't care if they're llamas, horses, or jackalopes.
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Marilú
 
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Post » Sat May 28, 2011 3:24 am

On the whole animal/creature stuff - In the game Risen, every creature has a "warning howl"so that means that If the player get near animals they will give you a warning to go away, and if you do so, they will not attack you, and go about their buisness.

Oh, that is so cool! One more reason I want to play Risen! :D

@jackfrost: I'm not sure if I'd call DB hits "bosses." When I think of a video game boss: Big, lots of health, very powerful, unique attacks. Typically, bosses prevent you from continuing to the next level of the game. Dr. Robotnik in Sonic, the various bosses in Golden Axe, God of War, Shadow of the Colossus...

DB marks were just quest items, minor NPCs. They weren't super powerful, their elimination was a quest objective rather than the result of mutual hostile engagement.

@ThatOneGuy: Agreed. Having some NPCs be more better equipped/high level than their buddies makes sense. For creatures, they could be just be on the largish/strong side, or unique variants (Dire, mutant, whatever).
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Liv Brown
 
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Post » Sat May 28, 2011 1:21 am

@jackfrost: I'm not sure if I'd call DB hits "bosses." When I think of a video game boss: Big, lots of health, very powerful, unique attacks. Typically, bosses prevent you from continuing to the next level of the game. Dr. Robotnik in Sonic, the various bosses in Golden Axe, God of War, Shadow of the Colossus...

DB marks were just quest items, minor NPCs. They weren't super powerful, their elimination was a quest objective rather than the result of mutual hostile engagement.

These are people you kill to get to the next level. Thieves Guild just has you do thefts to get to the next level. Its all in the name of getting to the next level/rank. Regardless, there are more obvious examples of bosses, such as Almalexia, Umaril, and Dagoth Ur.
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Leilene Nessel
 
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Post » Sat May 28, 2011 8:38 am

These are people you kill to get to the next level. Thieves Guild just has you do thefts to get to the next level. Its all in the name of getting to the next level/rank. Regardless, there are more obvious examples of bosses, such as Almalexia, Umaril, and Dagoth Ur.

I wouldn't really count Alma, Dagoth, Umaril, etc, as bosses in the context of the discussion. What was specifically being referred to was bosses at the end of dungeons. Alma, Dagoth, Umaril, and the like are acceptable because they represent the focus of an entire storyline. Whereas an uber massive boss for every dungeon doesn't really make sense.
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Rusty Billiot
 
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Post » Fri May 27, 2011 11:45 pm

all there has to be is a little more variety i was using dragon as an example such as maybe a vampire king with an epic chain quest to go along choosing a side to be the vampire king or be apart of the vampire hunter crew. i used a dragon example because i just thought it would be cool to see something different in TES maybe a dragon slaying quest where your in some guild and one of the quest is to slay the dragon with fellow group members.
i think having more bigger party quest will be cool to see in the New TES weather is fighting a bunch of vampires a dragon or raid a bandit nest that has maybe a bandit leader that looks more jacked then any other npc.. just anything different from the oblivion bosses. Even though those dungeons where fun i would like to see new changes :) thats all agree with me or not its just an opinion at the end of the day you can have your own
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Elizabeth Falvey
 
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Post » Sat May 28, 2011 7:29 am

Purely to get off the slightly silly and non-TES subject of dragons, I'll throw a random idea out there;

I think it would be neat if you could cast spells that cost more magicka than you have. After the spell drains your magicka, it would burn into your fatigue at a much faster rate, maybe 5-10 points of fatigue for every point of magicka it would have cost. After all your fatigue is lost it would drain your health at the same rate as fatigue. For example, if your charater has 50 health, 50 magicka, and 50 fatigue and you cast a spell that costs 65 magicka, you would end up with 25 health, 0 magicka, and 0 fatigue. This would add another dimension to spell casting where if you are not paying attention you could injure yourself, or if you are out of magicka and still have an enemy left, you can take the risk of trying that one last spell that could leave you too weak to run away if it fails, or it could save you from being chased with no defense.

The rate that your fatigue and health drain might have to randomly vary, so it's a true risk, rather than a mathmatical calculation or a simple extention to your magicka points (although it would still be a cool feature even if it was just a simple extention to magicka)

There might have to be a minimum magic-skill level or intelligence/willpower level this would happen at, or else you might have a dumb warrior having more magicka than a Mage.

*disclaimer: this may be a stupid idea*
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sally coker
 
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Post » Sat May 28, 2011 6:21 am

TES "bosses" are not powerful individuals, but tasking situations. A game does not have to throw a dragon at you to cause a situation that one might die very easily in if they screw up. Situations like 3-4 Ordinators or a few spellcasters and melee bandits to force you to pick, etc. TES tries to be a bit more realistic (doesn't have humans with OVER 9000! hp just to try to cause you a challenge). Its difficult situations, like real life, come from many ways to screw up and only a few ways to do it right.
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Allison Sizemore
 
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Post » Fri May 27, 2011 7:48 pm

Bosses = If bosses are to be defeated, DON'T just make them a mage with increased stats and retextured outfit, but more unique spells, items, and attacks.

No Bosses = I more in for no bosses, with more rare creatures like liches, goblin shaman, dremora lord, that are hard to find and hard to defeat, but with a great reward for the player to kill, that will make us look for them.
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Emily Jones
 
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Post » Sat May 28, 2011 12:19 am

I have searched prior threads but with 155 of them im sure its been mentioned. But, when oblivion came out collectors editions were non existant. Now with CE's for even the worst games I can only imagine the great things the guys at beth could come up with for Tes V. It would be the rare game I would shell out over 100 dollars for a really awsome CE. I liked the cloth map idea with dragon age that would be a cool collectors item. Anyone have any awsome ideas for a CE Tes V?
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Oscar Vazquez
 
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Post » Sat May 28, 2011 2:44 am

I have searched prior threads but with 155 of them im sure its been mentioned. But, when oblivion came out collectors editions were non existant. Now with CE's for even the worst games I can only imagine the great things the guys at beth could come up with for Tes V. It would be the rare game I would shell out over 100 dollars for a really awsome CE. I liked the cloth map idea with dragon age that would be a cool collectors item. Anyone have any awsome ideas for a CE Tes V?


As long as it has a new edition of the Pocket Guide to the Empire, I'll be happy. And I wouldn't be opposed to an art book. I like maps but the maps that usually come with CEs generally get put in my drawer after a few days, so unless they make the map really unique and not just the in-game map on some paper, I could do without a map.
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marina
 
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Post » Fri May 27, 2011 6:10 pm

I have searched prior threads but with 155 of them im sure its been mentioned. But, when oblivion came out collectors editions were non existant. Now with CE's for even the worst games I can only imagine the great things the guys at beth could come up with for Tes V. It would be the rare game I would shell out over 100 dollars for a really awsome CE. I liked the cloth map idea with dragon age that would be a cool collectors item. Anyone have any awsome ideas for a CE Tes V?


Daedric Dagger, Daedric Amulet, Cloth Map, Papyrus Map, Daedric Helm or suit of armour (life sized), Piece of Tamrielic Fruit, Minotaur Horn engraved with map of tamriel and useable as a horn/trumpet, Vial with the smells of a Tamrielic animal or stable, Piece of wood with markings, A Stone made from one of the materials found in Tamriel (Glass, Iron, Daedric metal, etc), A Head of an orc, A Head of a Khajiit, An Argonian Heart, A Golden Saint summoning device, A Bluetooth earpiece designed to look like a unisix daedric artifact, the list goes on...

Stephen.
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Aaron Clark
 
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Post » Sat May 28, 2011 7:27 am

Vial with the smells of a Tamrielic animal or stable

:huh:
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Emily Jones
 
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Post » Sat May 28, 2011 12:23 am

^^ How about a scratch n sniff card with the smells of members of the design team. :rofl:
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Valerie Marie
 
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Post » Sat May 28, 2011 5:47 am

I'd like to see a Necromancy cult you could join similar to a guild. The rewards for completing it could involve some particularly nasty looking abode with an assortment of prison cells to keep interesting monsters from the game or random zombies. I like the idea of being able to collect skulls, bones, body parts of monsters in the game and have a work table sort of like the work bench in Fallout 3 where you could assemble a unique monster based on the body parts in your inventory. Make something with the claws of one monster, the legs of another, torso of something else, arms of a goblin, and head of another creature. THAT would be a lot of fun. Maybe there could be something like a Necronomicon book that you keep all the demon anatomy designs in sort of like the journal. I could even see an Evil Dead reference where you have to find hidden pages from the Necronomicon scattered in various dungeons in the game which, upon being found, unlock unique spells, conjurations, a recipe list of specific body parts to create unique monsters. It would be particularly awesome if some of the creatures you put together could be ridden on as mounts. I'd make a large crab leg beast with three goblin heads and a long sepent tail. Forget horses, I'd ride around on that thing!!
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Brian LeHury
 
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Post » Fri May 27, 2011 10:08 pm

Daedric Dagger, Daedric Amulet, Cloth Map, Papyrus Map, Daedric Helm or suit of armour (life sized), Piece of Tamrielic Fruit, Minotaur Horn engraved with map of tamriel and useable as a horn/trumpet, Vial with the smells of a Tamrielic animal or stable, Piece of wood with markings, A Stone made from one of the materials found in Tamriel (Glass, Iron, Daedric metal, etc), A Head of an orc, A Head of a Khajiit, An Argonian Heart, A Golden Saint summoning device, A Bluetooth earpiece designed to look like a unisix daedric artifact, the list goes on...

Stephen.


How about a smack back to reality?

...
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Austin Suggs
 
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Post » Sat May 28, 2011 10:14 am

Another idea is having conjuration spells that make surreal impossible bizarre scenarios that will frighten the enemy, townspeople, etc There's already a spell that when cast will make someone run away in fear, but what if a spell like that cast something that showed what they were afraid of? Maybe a spell that creates a giant mudcrab that vanishes after 10 seconds. Or an army of zombies that rip out of the ground. Stuff along the lines of the hallucinations from Point Look Out. You could have a lot of fun with spells like that in a town with people screaming and running in every direction while you cast giant fire breathing sheep floating in the sky.
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Carlitos Avila
 
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Post » Fri May 27, 2011 11:55 pm

I'd prefer it if there weren't any buyable houses at all to be honest.


Just crashing at one of the Guilds works fine for a bed, a house is only handy for keeping the things you collect along the way. Having a better system for placing those items where you want them would be much appreciated. The "dangled from two fingers" method is time consuming, frustrating, and mostly useless for getting books on shelves and items into display cases. Having armor stands available that you can place whatever armor you want upon (like the one for the Crusader's Relics in the Priory of the Nine) would be ideal for showing off your trophies or having multiple sets of equipment (changing between my upstanding Warrior's heavy armor and his alter ego the Assassin's light raiment and Grey Cowl would take a lot less time that way).
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Sophie Louise Edge
 
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Post » Fri May 27, 2011 11:59 pm

Just crashing at one of the Guilds works fine for a bed, a house is only handy for keeping the things you collect along the way. Having a better system for placing those items where you want them would be much appreciated. The "dangled from two fingers" method is time consuming, frustrating, and mostly useless for getting books on shelves and items into display cases. Having armor stands available that you can place whatever armor you want upon (like the one for the Crusader's Relics in the Priory of the Nine) would be ideal for showing off your trophies or having multiple sets of equipment (changing between my upstanding Warrior's heavy armor and his alter ego the Assassin's light raiment and Grey Cowl would take a lot less time that way).

i think i suggested a while ago that "display cases" (tables, bookshelves, armor stands, etc) act as containers, but when you place items in the "container" they will automatically sort on the item in question, put a book on a book shelf it will automatically show up on its side at the end of the row for instance. of course the items should be made available to interact with and take while not having the container window open
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Kortknee Bell
 
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Post » Sat May 28, 2011 1:34 am

This is probably already mentioned... but we need the functionality of Morrowind with the new mana regen and graphics of Oblivion....

Bring back the missile weapons... spears... throwing knives, axes, stars, etc. having just one missile weapon is a bit silly.

Make transport like in Morrowind not Oblivion.

But, bring back Recall & Mark, and we do so love to Fly! (&Levitate)

Morrowind seemed a bit more in depth and involved... perhaps because you could work for one of the 3 houses (I like/d hidden questlines that were more than one quest that were not in the main quest) as well as work for one of the guilds as well as work for the blades...

Also, hire the guy that did the Lost Spires! Seriously. That was good stuff.

Dont dumb it down for the love of *insert favorite deity here*.... should long blade and short blade be seperated? IRL its different skills to use it.... We want immersive, thought provoking worlds and quests and MORE puzzles and such. (Lost Ayleid Steps has hard but good puzzles also...)

Bring back wearable cloaks and clothing under and over armor....

Make Tes V same graphics as Tes 4 but with more content like MW....
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xemmybx
 
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Post » Sat May 28, 2011 4:10 am

I'd prefer it if there weren't any buyable houses at all to be honest. I much preferred Morrowind's system where you could live anywhere as long as you killed the building's owner. But because Oblivion was full of respawning containers, the only place you could live was one of the buyable houses. I usually like living in some random place I find out in the world, not some expensive house in the middle of a town.

While I can definitely sympathize with desiring Morrowind's system of crashing wherever a space has been cleared (and I truly hope they script in ownership-disablement if said owner is dead), it can't be the one and only option. For all Morrowind's awesome-sauce regarding being able to take a cave or ruin or victim's house and turn it into your own little getaway, its fault was that those were the only ways to attain property unless you joined a great House and worked your way up the chain.

From my http://www.gamesas.com/bgsforums/index.php?showtopic=1044483&view=findpost&p=15147082 segment,

1e. Real estate is something valuable, and in large cities, multiple options of real estate make sense. However, large and populated cities should not all go the route of "Oh, there's this unoccupied house for sale here. By and large, houses for sale should be occupied, and the ones selling should be the ones currently occupying. In other words, there should not be a convenient empty house for sale in each city, which the player must purchase from the count/ruler. Each city should have at least two or three potential houses that the player could acquire. And not all acquisitions should be as easy as "hand over X amount of money and become a homeowner." Some sellers might require a certain amount of reputation before they hand over the keys. Others might require some loyalty to a specific organization or cause. Still others might not be planning to sell at all, and they must be coaxed via some form of quest, whether that be subtle manipulation or not-so-subtle forcing of the hand. The real estate options in each city should not have the obvious distinction of "lower-class house," "middle-class house," and "upper-class house" (and whatever in between, for cities with more than 3 options). Some cities may only have lower-end options or higher-end options, and the differences in quality between the options might be far more subtle. Other cities may have houses that are pretty much the same quality, and the only choice is the type of layout the player prefers. Some cities' sellers may not take kindly to the player attempting to become a property mogul, and they may refuse to sell if the player has too much real estate in the area already. Other sellers may not care. Finally, most importantly of all, the player should be able to view the houses before deciding to buy, instead of just forking over a huge amount of money just to see the inside of the house for the first time.
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Talitha Kukk
 
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Post » Fri May 27, 2011 10:56 pm



I agree with everything you said, though I'd prefer if all of that, and Morrowind's system, could be combined.
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Emmanuel Morales
 
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Post » Sat May 28, 2011 1:59 am

When someone is killed their house should either go up for sale or possesion of the house goes to whoever the original owner chose to leave it to. There should also be the odd house thats been abandoned that players can use as a home if they can break into it.
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Avril Louise
 
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Post » Sat May 28, 2011 4:30 am

-Stop using passive wildlife as enemies (wolves, bears, rats, etc) do not hunt people. Yes the occasional bear will maul a human but it is still ridiculously rare. It's the equivalent to seeing someone receive a present on their birthday and thinking they are a king.

-Incorporate greater range of jobs. It is sooo boring to run around going through cave after cave for loot. Why not have people (at least early on) be able to chop wood, blacksmith, join the army/town guard, bowyer, sailor, miner, hunter. These would offer new players a better starting point by understanding what role they come from. They arnt just thrown out into the world, they have a basis for how they play. These professions would give them some bonuses with certain playing styles (ex: the blacksmith is a good profession for a hammer wielding warrior)

-Allow players to start off at a certain location based on the history they want to have. In oblivion we all crept out of the same sewer.. maybe if I play as an Crc I could start in an Orc war camp.

-Dynamic faction based events. By that I mean random events could be generated to make the game appear more dynamic. Like if two cities went to war with each other, or the fighter's guild has been called upon to defeat a war lord out in the wilderness. This would also give the player more opportunities to make some money or change the fate of the game. (Similar to "The Megaton Incident" in Fallout) the entire layout of the game could be altered.

-Dynamic economy. Buy low sell high etc.

-If you do have horses, make them worthwhile and easier to use and keep.

-Usable ships. Can be dockable, can load goods into them (to trade and make money). They can attack one another as well (for all the pirates)

-Include Ethneogenic plants in the game. Plants have many properties and effects, they can keep you healthy or poison you. It would be awesome to see some of the more spiritualistic side of plants represented (maybe a new Shaman class) these plants when used could induce visions, poison others, heal, give special bonuses, or penalties. This also goes with the dynamic economy, if a certain culture requires a plant they may pay more for it.

-More diverse cultures. In Oblivion everyone was assimilated into imperial culture. I would like to see tribal level societies not fully integrated, and varied levels of civilization. (These groups would be playable races, which would affect starting position). These cultures need to be VERY diverse, I don't just mean 3 or 4 kinds of elves, I mean nomadic, warlike, peaceful, magic focused, tribal, civilized, port, religious, etc. The city/village architecture should reflect their way of life.

-Mixed feelings on exotic mounts... They can be really bulky and a pain, but if they could come up with a system to incorporate them then that would be alright. Mounts should be extremely rare and valuable. Nearly everyone but the most accomplished adventurer's should be forced to walk (or use a horse, carriage, or ship).

-Magic weapons... Magic weapons should be very rare items. Oblivion svcked because if you leveled up enough everyone had them, you soon collected so many that the economic system became worthless. Only high level bosses should have magic weapons, and the vast majority of people would have non magical weapons. This makes for numerous improvements. 1. Gold is much more valuable because you won't be able to flood every merchant with magical weapons. 2. This makes skillful fighting much more important. Now your skill in a fight will determine the outcome and not how many times you can whack someone. 3. The focus is on weapons made out of bronze, iron, steel, etc. 4. When you are powerful enough and actually have the ability to aquire a magic weapon of your own (or make one if you are a mage) then everyone will know how tough you are and tales will be told of your deeds with your weapon.

-More ranged weapons (follows the culture) throwing knives, bows, throwing axe, throwing stars, spears.

-More unique and diverse environments, lakes, oceans, seas, coastal areas, tropical, snow capped mountains, sweltering swamps, deserts, dark and thick forests, rivers, fields, and hopefully even underground cities!

-Factions should truly be alive. Making gains, losing members, actively growing and recruiting etc.

-More economic opportunities like in Fable 2, I liked how you could buy up property and then sell it or rent it out.

-Possibly large scale battles (well large enough so at least 20 npc's could fight) in order to make wars and that sort of thing more believable.
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tegan fiamengo
 
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Post » Sat May 28, 2011 5:55 am

1) Mostly for me, it's the realism. It wasn't such a big deal in Vvardenfell since Mer don't spawn as often as the races of Man, and Vvardenfell was a frontier sort of place.... Anyway, TESIV's clone plastic people underscored, for me, the lack of age variety - from young advlt to doddering old codger.

2) Not something I'm particularly interested in personally. There's quite a lot of mention of their existence in Redguard (where you meet and slay a red dragon), and you'd think they might hang out in Cyrodiil (the Empire reveres them and enlists their aid). However, I'm perfectly happy to let it be something as rare as Karstaag.

Agree with more (and small) towns. However, I felt ALL the towns and cities in TESIV were very small. It was like I was getting a diorama of Cyrodiil, a (over)simplified representation. I know there are game limits, but I'm sure there are tricks you can use to create the illusion of expansive settlements.


You said it right, all towns were same size and similar in appearance. There were few small villages, but that is it. I would like to see something like it was in Morrowind regarding cities. You had big metropolis Vivec, you had 5 or 6 medium size cities like Balmora or Caldera, and you had all sorts of small villages.
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BRIANNA
 
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